Title
GPU shaders for OpenGL 4.0
Abstract
Shader programming has become an indispensable part of graphics application development. However, learning to program shaders is difficult, especially when it comes to understanding the effect of shader parameters. The course presents shader development from an interactive standpoint. Attendees will be given free software so that they can follow and interact with our examples. The course will discuss vertex, fragment, geometry, and tessellation shaders, as well as shader-specific theory and the GLSL 4.0 shader language. We will review the graphics pipeline, show what features are exposed in shaders, and demonstrate how shaders fit into the pipeline operations. We will introduce each class of shaders, show examples with glman, and use the examples to discuss details of the concept. The OpenGL 4.0 and GLSL 4.0 specifications were released in 2010. While most attendees will not yet have compatible hardware on their laptops, we will show what is new in this release and what extra functions can be done with it.
Year
DOI
Venue
2011
10.1145/2077434.2077441
SIGGRAPH Asia 2011 Courses
Keywords
DocType
Citations 
shaders fit,gpu shaders,shader parameter,graphics application development,tessellation shaders,pipeline operation,shader language,graphics pipeline,show example,shader development,program shaders,application development
Conference
0
PageRank 
References 
Authors
0.34
0
2
Name
Order
Citations
PageRank
Mike Bailey12313.40
Steve Cunningham2327.12